- Apr 11, 2023
- 65
- 30
To be honest, I've never played College Daze for more than 15 minutes (Actually, I haven't played almost anything since I became a developer. There's no time left). So, I don't know what this checkpoint system is about. Could you please explain?Did you ever think about adding the checkpoint feature from college daze?
I'm not the guy you're asking, but basically you can create a 'checkpoint' on any passage that you can then return to at any time in the future. Similar to loading an old save, except, when you reload a checkpoint the variables don't reset to how they were when the checkpoint was created. So, I set a checkpoint and my money = 0. I play 5 in game days, on those days I make money = 500. I load the checkpoint, am now back to the day it was set, except money = 500 now.To be honest, I've never played College Daze for more than 15 minutes (Actually, I haven't played almost anything since I became a developer. There's no time left). So, I don't know what this checkpoint system is about. Could you please explain?
I understand. It seems to be quite easy to implement as far as code goes. But honestly, I don't intend to implement something like that in Back to Freedom. As you said, it can cause a mess in the variables. And one of the things I'm most proud of in my game is the absence of game-breaking bugs. And even if players were willing to face such bugs to have such a system, I don't want that to happen in the game.I'm not the guy you're asking, but basically you can create a 'checkpoint' on any passage that you can then return to at any time in the future. Similar to loading an old save, except, when you reload a checkpoint the variables don't reset to how they were when the checkpoint was created. So, I set a checkpoint and my money = 0. I play 5 in game days, on those days I make money = 500. I load the checkpoint, am now back to the day it was set, except money = 500 now.
It works in College Daze as people want to see all the possible content they can, and there's more content to see in a single day than there is time in the day to see it. Similar to how events of Back to Freedom are exclusive to one another. It's also used to grind skills / stats / cash and then go back to where it may have mattered, or can also be used to just check out branching paths and technically complete both at once.
In College Daze's case, for example, I use it to look at various events for the same girl before I continue on to the next girl's event of the day - I'm given three options, want to see them all, and will reload the checkpoing once I'm done that route. That way I can, say, get them pregnant, then go back using a checkpoint, do another different event where I wouldn't be able to impregnate them, continue, and they're still pregnant.
The only problem is it can theoretically get fucky and mess with variables... but if the user does it to themselves it's not really the creator's fault and I think that most players are aware of that fact.
You're completely right and the precise reason it works for College Daze is because it's gatekept / I can only imagine things are different behind the scenes. It's really not so hard to see everything in Back to Freedom already - takes two, maybe three playthroughs to see a vast majority of things, and anything else you can navigate to with a bit of gumption.I understand. It seems to be quite easy to implement as far as code goes. But honestly, I don't intend to implement something like that in Back to Freedom. As you said, it can cause a mess in the variables. And one of the things I'm most proud of in my game is the absence of game-breaking bugs. And even if players were willing to face such bugs to have such a system, I don't want that to happen in the game.
Also, I don't know how College Daze's story structure works, but in Back to Freedom, I track a lot of things according to visited passages. Example: If the player visited passage 10 on day 15, I show dialogue x and event x happens on day 20. If he visited passage 11 on day 15, I show dialog y and event y happens on day 20. If I allow the player to visit both passages in the same playthrough, the game will surely break, not allowing the player to proceed on day 20, because it was not coded with that in mind.
So, while I understand why some players like such a system, I will not implement this in Back to Freedom.
Thank you for taking some of your time to explain.
Get caught while infiltrating Mr. Willis' company, then lose the fight.What do I have to do to meet Rachel?
In sandbox mode, you can make money at the casino or by working. But sandbox mode only becomes available after the first playthrough.how to earn money to buy the cars other than the casino?
is there a way?
1. does sandbox mode have its own storyline? or forwards the existing one?In sandbox mode, you can make money at the casino or by working. But sandbox mode only becomes available after the first playthrough.
So if you mean the first playthrough, no. Only the casino will give you enough money for cars when the car store becomes available.
But if you're not in a hurry, you can earn more money throughout the story. Also, you can win two cars as a reward in two events.
In sandbox mode, you can replay story events adapted for this mode and discover new events, scenes, and characters exclusive to this mode. The sandbox mode still has a lot of content planned that will be added over time.1. does sandbox mode have its own storyline? or forwards the existing one?
2. which two events giving cars? i had many playthroughs but didnt see any events giving cars
Next month. Most likely between the 15th and 20th.Hi,
When next update will release?
Luck.Also how to won roulette
what is the stats for cum inside each girlsNext month. Most likely between the 15th and 20th.
Luck.
Most of the time you need high love. Other times, you need high corruption. Anyway, the tooltip during the scene tells you what you need to enable unavailable options.what is the stats for cum inside each girls
can Lana, Amirah, Blanche, and Ava cum inside on pussy ?Most of the time you need high love. Other times, you need high corruption. Anyway, the tooltip during the scene tells you what you need to enable unavailable options.